Mostly developed in C++, play against 2 AI enemy archetypes and one boss developed with behaviour tree, EQS and AI perceptions.
- ObjectPooling as a C++ Subsystem that can be used globally through Blueprints, configured with DataAssets.
- Third Person player controller designed used C++
- Real world positioned UI elements using UMG and component design architecture, allowing damage indicators and life bars to be easilly added as a component for multiple Actors
- Multiple AI enemies with usage of inheritance and blueprints for main behaviours, smooth animation transitions and motion warping.